Systems and methods for game state retention and continuation at electronic gaming machines

ABSTRACT

An electronic gaming machine includes a display device and a processor configured to execute instructions stored in a memory, which when executed by the processor, cause the processor to generate a game-state-retention sign based upon a plurality of game variables representing a state of a wagering game, where the game-state-retention sign includes a first two-dimensional machine-recognisable image that encodes the plurality of game variables. When executed, the instructions also cause the processor to display the game-state-retention sign on the display device for image capture by a handheld player device, where the handheld player device is configured to display a game-continuation sign generated from the game-state-retention sign for resuming play of the wagering game.

RELATED APPLICATIONS

The present application is a continuation of U.S. patent applicationSer. No. 16/366,723, filed Mar. 27, 2019, entitled SYSTEMS AND METHODSFOR GAME STATE RETENTION AND CONTINUATION AT ELECTRONIC GAMING MACHINES,which claims priority to Australian Patent Application No. 2018202797,filed on Apr. 23, 2018, which claims priority to Australian ProvisionalPatent Application No. 2018901037, filed Mar. 28, 2018, the disclosuresof which are incorporated by reference herein in their entirety as partof the present application.

FIELD

The present disclosure generally relates to state retention andcontinuation of a game playable at one or more electronic gamingmachines, and particularly the state retention and continuation of agame played at one or multiple electronic gaming machines over multiplegaming sessions.

BACKGROUND

Gaming machines installed at a venue are typically operated by a venueoperator. The venue may be an entertainment establishment, such as acasino or a gaming arcade. The same game title may be offered atmultiple gaming machines, such as a bank of gaming machines, at the samevenue.

To allow game state retention and game continuation at a venue, thevenue operator may employ a player tracking system that utilisesplayer-specific trackers (e.g. magnetic stripe cards) to distinguish oneplayer or player account from another. For example, a person having agame at one machine at the venue may be allowed to retain the state ofthe game against the person's tracker (e.g. via a magnetic card reader),with the retained state stored at the venue's electronic storage.Further, the person may be allowed to later continue the game at thesame or another machine at the venue upon presentation of the player'stracker (e.g. via a magnetic card reader), with the retained stateretrieved from the venue's electronic storage. This arrangement permitsgame state retention and continuation within the same venue.

It is not uncommon for the same game title to be offered on gamingmachines deployed at different venues, for example operated by differentvenue operators. A player having played a specific game title at onevenue may desire to play the same game title, and possibly continue froman earlier game state, while visiting a different venue. Where a playertracking system is only transparent to its venue operator and hencevenue-specific, it does not permit game state retention and gamecontinuation across multiple venues. Doing so requires additionalinfrastructure in place (e.g. backend connectivity via private or publiccommunication networks and central data storage/database to collectplayer data including and game specific data in a format recognisable tothe system) and/or additional time (e.g. upload/download time) toconnect the multiple venues for relevant data transfer or retrieval.

SUMMARY

In one aspect, an electronic gaming machine is described. The electronicgaming machine includes a display device and a processor configured toexecute instructions stored in a memory, which when executed by theprocessor, cause the processor to generate a game-state-retention signbased upon a plurality of game variables representing a state of awagering game, where the game-state-retention sign includes a firsttwo-dimensional machine-recognisable image that encodes the plurality ofgame variables. When executed, the instructions also cause the processorto display the game-state-retention sign on the display device for imagecapture by a handheld player device, where the handheld player device isconfigured to display a game-continuation sign generated from thegame-state-retention sign for resuming play of the wagering game.

In another aspect, a method of game state retention and gamecontinuation in an electronic wagering game is described. The methodincludes generating a game-state-retention sign based upon a pluralityof game variables representing a state of a wagering game, where thegame-state-retention sign includes a first two-dimensionalmachine-recognisable image that encodes the plurality of game variables.The method also includes displaying the game-state-retention sign on thedisplay device for image capture by a handheld player device, where thehandheld player device is configured to display a game-continuation signgenerated from the game-state-retention sign for resuming play of thewagering game.

In yet another aspect, a tangible, non-transitory, computer-readablestorage medium is described. The storage medium has instructions storedthereon, which when executed by a processor, cause the processor to atleast generate a game-state-retention sign based upon a plurality ofgame variables representing a state of a wagering game, where thegame-state-retention sign includes a first two-dimensionalmachine-recognisable image that encodes the plurality of game variables.The instructions also cause the processor to display thegame-state-retention sign on the display device for image capture by ahandheld player device, where the handheld player device is configuredto display a game-continuation sign generated from thegame-state-retention sign for resuming play of the wagering game

According to another aspect of the present disclosure, there is provideda method of game state retention and game continuation at one or moregaming machines, the method including the steps of:

at a first gaming machine, generating a game-state-retention sign, thegame-state-retention sign being machine-recognisable and containing astate of a game;

at the first gaming machine, presenting the game-state-retention signfor capture;

at the first or a second gaming machine, capturing a game-continuationmachine-recognisable sign, the game-continuation machine-recognisablesign being machine-recognisable and related to the game-state-retentionsign; and

at the first or the second gaming machine, continuing conducting thegame based on the game-continuation sign.

According to another aspect of the present disclosure, there is provideda method of game state retention and game continuation, the methodincluding the steps of:

at a player device, capturing a game-state-retention sign presented at afirst gaming machine distinct from the player device, thegame-state-retention sign being machine-recognisable and generated bythe first gaming machine and containing at least partly a state of agame;

at a player device, presenting a game-continuation sign related to thegame-state-retention sign to the first or a second gaming machinedistinct from the player device so as to continue conducting the game onthe first or the second gaming machine, the game-continuation sign beingmachine-recognisable.

According to another aspect of the present disclosure, there is provideda gaming system for game state retention and game continuation at one ormore gaming machines, the system including:

a plurality of gaming machine each configured to:

generate a game-state-retention sign, the game-state-retention signbeing machine-recognisable and containing at least partly a state of agame;

presenting the game-state-retention sign for capture;

capturing a game-continuation sign, the game-continuation sign beingmachine-recognisable and related to the game-state-retention sign; and

continuing conducting the game based on the game-continuation sign.

According to another aspect of the present disclosure, there is provideda player device for game state retention and game continuation, theplayer device including:

a sign capturer to capture a game-state-retention sign presented at oneof a plurality of gaming machines, the game-state-retention sign beingmachine-recognisable and generated based on a state of a game;

a sign presenter to present a game-continuation sign, beingmachine-recognisable and related to the game-state-retention sign, so asto continue conducting the game on the one or another of the pluralityof gaming machines.

BRIEF DESCRIPTION OF ACCOMPANYING DRAWINGS

FIG. 1 is an exemplary diagram showing several EGMs networked withvarious gaming related servers.

FIG. 2 is a block diagram showing various functional elements of anexemplary EGM.

FIG. 3 illustrates a schematic example of a game progressing throughdifferent game states over occurrences of corresponding game events inmultiple game sessions.

FIG. 4 illustrates an example of a system, including one or more gamingmachines and a player device, for game state retention and gamecontinuation.

FIG. 5 illustrates an example of a method of game state retention andgame continuation executed by one of the one or more gaming machines inFIG. 4.

FIG. 6 illustrates an example of a method of game state retention andgame continuation executed by the player device in FIG. 4.

FIGS. 7A and 7B illustrate schematically an example of informationdisplayed on a gaming machine before and after, respectively, theactivation of game state retention function.

FIGS. 7C and 7D illustrate schematically an example of informationdisplayed on a gaming machine before and after, respectively, theactivation of game continuation function.

FIG. 8A illustrates schematically a layout of a games interface on theplayer device for selecting game state saving and loading.

FIG. 8B illustrates schematically a layout of the games interface on theplayer device for saving a game state.

FIG. 8C illustrates schematically a layout of the games interface on theplayer device for loading a game state.

FIG. 8D illustrates schematically an example process of encrypting agame state retention sign and validating and decrypting a gamecontinuation sign.

FIG. 9 illustrates an example of a handshaking process between theplayer device and a gaming machine to indicate completion of the methodillustrated in FIG. 5.

FIG. 10 illustrates schematically an example of game state informationcontained in a machine-recognisable sign.

FIG. 11 illustrates a flow chart of an example game state savingprocedure.

FIG. 12 illustrates a flow chart of an example game state loadingprocedure.

DETAILED DESCRIPTION OF EMBODIMENTS

Systems and methods for retaining a state of a wagering game andcontinuing the game from the retained state of the game are generallyprovided. A state of a game may include, for example, the game itself(e.g., game title), a player's credit balance in the game based uponplayer of the game up to a certain point, and a last or current gameoutcome, such as a current symbol combination displayed by a pluralityof reels, if, for example, the game is a reel-based wagering game. Toretain a state of a game, in general terms, an electronic gaming machinemay generate and display a symbol (e.g., a barcode) that encodes thestate of the game. A player may scan or capture the displayed barcodeusing a handheld device (e.g., a phone or tablet). The player's handhelddevice may store the barcode that it has captured (or the state of thegame if the data encoded by the barcode is decoded and stored). Later,when the player is ready to resume play of the wagering game, thehandheld device may display the barcode to an EGM (e.g., the same or adifferent EGM). The EGM may capture the barcode, decode the game stateencoded by the barcode, and resume the player's previous game from theinformation decoded.

Disclosed herein are a method, system, electronic gaming machine(s)(EGM(s)) and machine-readable medium for state retention andcontinuation of a game playable at one or more gaming machines. Thepresent disclosure aims at providing a mechanism for conducting a gameover multiple gaming sessions. While player tracking systems may allow alevel of game state retention and game continuation, player trackingsystems are known to be non-venue-transparent. In such cases, a gamecommenced at one gaming machine at one venue may not be able to becontinued at another gaming machine at another venue. It would be usefulto address such non-venue-transparency regardless of the venue operatorsor the player tracking system used, or at least to provide analternative to using existing player tracking systems. At least somearrangements aim at providing a game state retention and gamecontinuation mechanism across different venues, regardless of the venueoperator and/or player tracking system, to address deficiencies in venueor protocol-specific player tracking systems.

The present disclosure is to be contrasted with the saving and loadingof the likes of personal computer games. In personal computer gaming, aplayer can often save the state of a game in readily accessible storage(e.g. a harddrive, a USB thumbdrive or a cloud drive) for laterre-loading. In contrast, gaming machines are highly regulated in mostjurisdictions. As a result, gaming machines often include technicalmeasures to prevent non-authorised personnel from tampering with themachines. Depending on the regulations, such technical measures caninclude prevention of electronic or electrical connection or operationalmodification to a gaming machine. In recognising these anti-tamperingmeasures required by regulations, the inventor(s) recognise thetechnical hurdles in uploading or downloading information, including anystate of a game, to or from a gaming machine. Further, with therecognition of such technical hurdles, the inventor(s) have devisedarrangements in which players can retain the state of a game at a gamingmachine, and continue the same state of the game at the same or adifferent gaming machine at a later time.

In the present disclosure, use of machine-recognisable signs (e.g. inthe form of QR codes) to be captured and presented by a player device(e.g. a camera-equipped mobile device) allows game states to be retainedin a transportable form for later game continuation. The retained gamestate may be resumed at the same venue or different venues. Where thevariables of the game state are contained entirely in themachine-recognisable sign (hereinafter just “sign” for simplicity), thedisclosed mechanism requires no game variables retrieval or transfer.

General Arrangements

The present disclosure relates to arrangements involving electronicgaming machines (EGMs), for example in the context of Class 3 gaming.FIG. 1 illustrates several different models of EGMs which may benetworked to various gaming related servers. The present disclosure canbe configured to work as a system 100 in a gaming environment includingone or more server computers 102 (e.g., slot servers of a casino) thatare in communication, via a communications network, with one or moregaming devices 104A-104X (EGMs, slots, video poker, bingo machines,etc.). The gaming devices 104A-104X may alternatively be portable and/orremote gaming devices such as, but not limited to, a smart phone, atablet, a laptop, or a game console.

Communication between the gaming devices 104A-104X and the servercomputers 102, and among the gaming devices 104A-104X, may be direct orindirect, such as over the Internet through a website maintained by acomputer on a remote server or over an online data network includingcommercial online service providers, Internet service providers, privatenetworks, and the like. In other embodiments, the gaming devices104A-104X may communicate with one another and/or the server computers102 over RF, cable TV, satellite links and the like.

In some embodiments, server computers 102 may not be necessary and/orpreferred. For example, the present disclosure may, in one or moreembodiments, be practiced on a stand-alone gaming device such as gamingdevice 104A, gaming device 104B or any of the other gaming devices104C-104X. However, it is typical to find multiple EGMs connected tonetworks implemented with one or more of the different server computers102 described herein.

The server computers 102 may include a central determination gamingsystem server 106, a ticket-in-ticket-out (TITO) system server 108, aplayer tracking system server 110, a progressive system server 112,and/or a casino management system server 114. Gaming devices 104A-104Xmay include features to enable operation of any or all servers for useby the player and/or operator (e.g., the casino, resort, gamingestablishment, tavern, pub, etc.). For example, game outcomes may begenerated on a central determination gaming system server 106 and thentransmitted over the network to any of a group of remote terminals orremote gaming devices 104A-104X that utilize the game outcomes anddisplay the results to the players.

Gaming device 104A is often of a cabinet construction which may bealigned in rows or banks of similar devices for placement and operationon a casino floor. The gaming device 104A often includes a main door 116which provides access to the interior of the cabinet. Gaming device 104Atypically includes a button area or button deck 120 accessible by aplayer that is configured with input switches or buttons 122, an accesschannel for a bill validator 124, and/or an access channel for a ticketprinter 126.

In FIG. 1, gaming device 104A is shown as a Relm XL™ model gaming devicemanufactured by Aristocrat® Technologies, Inc. As shown, gaming device104A is a reel machine having a gaming display area 118 comprising anumber (typically 3 or 5) of mechanical reels 130 with various symbolsdisplayed on them. The reels 130 are independently spun and stopped toshow a set of symbols within the gaming display area 118 which may beused to determine an outcome to the game.

In many configurations, the gaming machine 104A may have a main display128 (e.g., video display monitor) mounted to, or above, the gamingdisplay area 118. The main display 128 can be a high-resolution LCD,plasma, LED, or OLED panel which may be flat or curved as shown, acathode ray tube, or other conventional electronically controlled videomonitor.

In some embodiments, the bill validator 124 may also function as a“ticket-in” reader that allows the player to use a casino issued creditticket to load credits onto the gaming device 104A (e.g., in a cashlessticket (“TITO”) system). In such cashless embodiments, the gaming device104A may also include a “ticket-out” printer 126 for outputting a creditticket when a “cash out” button is pressed. Cashless TITO systems arewell known in the art and are used to generate and track uniquebar-codes or other indicators printed on tickets to allow players toavoid the use of bills and coins by loading credits using a ticketreader and cashing out credits using a ticket-out printer 126 on thegaming device 104A. In some embodiments a ticket reader can be usedwhich is only capable of reading tickets. In some embodiments, adifferent form of token can be used to store a cash value, such as amagnetic stripe card.

In some embodiments, a player tracking card reader 144, a transceiverfor wireless communication with a player's smartphone, a keypad 146,and/or an illuminated display 148 for reading, receiving, entering,and/or displaying player tracking information is provided in EGM 104A.In such embodiments, a game controller within the gaming device 104A cancommunicate with the player tracking server system 110 to send andreceive player tracking information.

Gaming device 104A may also include a bonus topper wheel 134. When bonusplay is triggered (e.g., by a player achieving a particular outcome orset of outcomes in the primary game), bonus topper wheel 134 isoperative to spin and stop with indicator arrow 136 indicating theoutcome of the bonus game. Bonus topper wheel 134 is typically used toplay a bonus game, but it could also be incorporated into play of thebase or primary game.

A candle 138 may be mounted on the top of gaming device 104A and may beactivated by a player (e.g., using a switch or one of buttons 122) toindicate to operations staff that gaming device 104A has experienced amalfunction or the player requires service. The candle 138 is also oftenused to indicate a jackpot has been won and to alert staff that a handpayout of an award may be needed.

There may also be one or more information panels 152 which may be aback-lit, silkscreened glass panel with lettering to indicate generalgame information including, for example, a game denomination (e.g.,$0.25 or $1), pay lines, pay tables, and/or various game relatedgraphics. In some embodiments, the information panel(s) 152 may beimplemented as an additional video display.

Gaming devices 104A have traditionally also included a handle 132typically mounted to the side of main cabinet 116 which may be used toinitiate game play.

Many or all the above described components can be controlled bycircuitry (e.g., a gaming controller) housed inside the main cabinet 116of the gaming device 104A, the details of which are shown in FIG. 2.

Note that not all gaming devices suitable for implementing embodimentsof the present disclosure necessarily include top wheels, top boxes,information panels, cashless ticket systems, and/or player trackingsystems. Further, some suitable gaming devices have only a single gamedisplay that includes only a mechanical set of reels and/or a videodisplay, while others are designed for bar counters or table tops andhave displays that face upwards.

An alternative example gaming device 104B illustrated in FIG. 1 is theArc™ model gaming device manufactured by Aristocrat® Technologies, Inc.Note that where possible, reference numerals identifying similarfeatures of the gaming device 104A embodiment are also identified in thegaming device 104B embodiment using the same reference numbers. Gamingdevice 104B does not include physical reels and instead shows game playfunctions on main display 128. An optional topper screen 140 may be usedas a secondary game display for bonus play, to show game features orattraction activities while a game is not in play, or any otherinformation or media desired by the game designer or operator. In someembodiments, topper screen 140 may also or alternatively be used todisplay progressive jackpot prizes available to a player during play ofgaming device 104B.

Example gaming device 104B includes a main cabinet 116 including a maindoor 118 which opens to provide access to the interior of the gamingdevice 104B. The main or service door 118 is typically used by servicepersonnel to refill the ticket-out printer 126 and collect bills andtickets inserted into the bill validator 124. The door 118 may also beaccessed to reset the machine, verify and/or upgrade the software, andfor general maintenance operations.

Another example gaming device 104C shown is the Helix™ model gamingdevice manufactured by Aristocrat® Technologies, Inc. Gaming device 104Cincludes a main display 128A that is in a landscape orientation.Although not illustrated by the front view provided, the landscapedisplay 128A may have a curvature radius from top to bottom, oralternatively from side to side. In some embodiments, display 128A is aflat panel display. Main display 128A is typically used for primary gameplay while secondary display 128B is typically used for bonus game play,to show game features or attraction activities while the game is not inplay or any other information or media desired by the game designer oroperator.

Many different types of games, including mechanical slot games, videoslot games, video poker, video black jack, video pachinko, keno, bingo,and lottery, may be provided with or implemented within the depictedgaming devices 104A-104C and other similar gaming devices. Each gamingdevice may also be operable to provide many different games. Games maybe differentiated according to themes, sounds, graphics, type of game(e.g., slot game vs. card game vs. game with aspects of skill),denomination, number of paylines, maximum jackpot, progressive ornon-progressive, bonus games, and may be deployed for operation in Class2 or Class 3, etc.

FIG. 2 is a block diagram depicting exemplary internal electroniccomponents of a gaming device 200 connected to various external systems.All or parts of the example gaming device 200 shown could be used toimplement any one of the example gaming devices 104A-X depicted inFIG. 1. The games available for play on the gaming device 200 arecontrolled by a game controller 202 that includes one or more processors204 and a game that may be stored as game software or a program 206 in amemory 208 coupled to the processor 204. The memory 208 may include oneor more mass storage devices or media that are housed within gamingdevice 200. Within the mass storage devices and/or memory 208, one ormore databases 210 may be provided for use by the program 206. A randomnumber generator (RNG) 212 that can be implemented in hardware and/orsoftware is typically used to generate random numbers that are used inthe operation of game play to ensure that game play outcomes are randomand meet regulations for a game of chance. In some embodiments, therandom number generator 212 is a pseudo-random number generator.

Alternatively, a game instance (i.e. a play or round of the game) may begenerated on a remote gaming device such as a central determinationgaming system server 106 (not shown in FIG. 2 but see FIG. 1). The gameinstance is communicated to gaming device 200 via the network 214 andthen displayed on gaming device 200. Gaming device 200 may execute gamesoftware, such as but not limited to video streaming software thatallows the game to be displayed on gaming device 200. When a game isstored on gaming device 200, it may be loaded from a memory 208 (e.g.,from a read only memory (ROM)) or from the central determination gamingsystem server 106 to memory 208. The memory 208 may include RAM, ROM oranother form of storage media that stores instructions for execution bythe processor 204.

The gaming device 200 may include a topper display 216 or another formof a top box (e.g., a topper wheel, a topper screen, etc.) which sitsabove main cabinet 218. The gaming cabinet 218 or topper display 216 mayalso house a number of other components which may be used to addfeatures to a game being played on gaming device 200, including speakers220, a ticket printer 222 which prints bar-coded tickets or other mediaor mechanisms for storing or indicating a player's credit value, aticket reader 224 which reads bar-coded tickets or other media ormechanisms for storing or indicating a player's credit value, and aplayer tracking interface 232. The player tracking interface 232 mayinclude a keypad 226 for entering information, a player tracking display228 for displaying information (e.g., an illuminated or video display),a card reader 230 for receiving data and/or communicating information toand from media or a device such as a smart phone enabling playertracking. Ticket printer 222 may be used to print tickets for a TITOsystem server 108. The gaming device 200 may further include a billvalidator 234, buttons 236 for player input, cabinet security sensors238 to detect unauthorized opening of the cabinet 218, a primary gamedisplay 240, and a secondary game display 242, each coupled to andoperable under the control of game controller 202.

Gaming device 200 may be connected over network 214 to player trackingsystem server 110. Player tracking system server 110 may be, forexample, an OASIS® system manufactured by Aristocrat® Technologies, Inc.Player tracking system server 110 is used to track play (e.g. amountwagered, games played, time of play and/or other quantitative orqualitative measures) for individual players so that an operator mayreward players in a loyalty program. The player may use the playertracking interface 232 to access his/her account information, activatefree play, and/or request various information. Player tracking orloyalty programs seek to reward players for their play and help buildbrand loyalty to the gaming establishment. The rewards typicallycorrespond to the player's Level of patronage (e.g., to the player'splaying frequency and/or total amount of game plays at a given casino).Player tracking rewards may be complimentary and/or discounted meals,lodging, entertainment and/or additional play. Player trackinginformation may be combined with other information that is now readilyobtainable by a casino management system.

Gaming devices, such as gaming devices 104A-104X, 200, are highlyregulated to ensure fairness and, in many cases, gaming devices104A-104X, 200 are operable to award monetary awards (e.g., typicallydispensed in the form of a redeemable voucher). Therefore, to satisfysecurity and regulatory requirements in a gaming environment, hardwareand software architectures are implemented in gaming devices 104A-104X,200 that differ significantly from those of general-purpose computers.Adapting general purpose computers to function as gaming devices 200 isnot simple or straightforward because of: 1) the regulatory requirementsfor gaming devices 200, 2) the harsh environment in which gaming devices200 operate, 3) security requirements, 4) fault tolerance requirements,and 5) the requirement for additional special purpose componentryenabling functionality of an EGM. These differences require substantialengineering effort with respect to game design implementation, hardwarecomponents and software.

When a player wishes to play the gaming device 200, he/she can insertcash or a ticket voucher (or another form of readable token) through anappropriate input device such as a coin acceptor (not shown) or billvalidator 234 to establish a credit balance on the gamine machine. Thecredit balance is used by the player to place wagers on instances of thegame and to receive credit awards based on the outcome of winninginstances. The credit balance is decreased by the amount of each wagerand increased upon a win. The player can add additional credits to thebalance at any time. The player may also optionally insert a loyaltyclub card into the card reader 230. During the game, the player viewsthe game outcome on the game displays 240, 242. Other game and prizeinformation may also be displayed.

For each game instance, a player may make selections, which may affectplay of the game. For example, the player may vary the total amountwagered by selecting the amount bet per line and the number of linesplayed. In many games, the player is asked to initiate or select optionsduring course of game play (such as spinning a wheel to begin a bonusround or select various items during a feature game). The player maymake these selections using the player-input buttons 236, the primarygame display 240 which may be a touch screen, or using some other inputdevice which enables a player to input information into the gamingdevice 200.

During certain game events, the gaming device 200 may display visual andauditory effects that can be perceived by the player. These effects addto the excitement of a game, which makes a player more likely to enjoythe playing experience. Auditory effects include various sounds that areprojected by the speakers 220. Visual effects include flashing lights,strobing lights or other patterns displayed from lights on the gamingdevice 200 or from lights behind the information panel 152 (FIG. 1).

When the player is done, he/she cashes out the credit balance using anoutput device that can output at least one of physical currency and atoken representing currency (typically by pressing a cash out button toreceive a ticket from the ticket printer 222). The ticket may be“cashed-in” for money or inserted into another machine to establish acredit balance for play.

Further details of the disclosed arrangements

In the present context, a game is generally related to software,programmes or machine instructions that can be read or implemented by agaming machine, configurable to receive input from a player (e.g. anyone or more of a wager, a button activation, and icon selection) andproduce output (e.g. any one or more of a displayed outcome, sound, andcredit awards) which is at least in part controlled by a game processor.Referring to FIG. 3, a game 300 includes one or more game events whichoccur during the game 300. Each completed occurrence of a game eventchanges the game state (350 a . . . 350 g, or collectively 350) of thegame 300. The present disclosure facilitates retention of at least oneof these game states as the “check-points” of the game 300, as well ascontinuation of the game 300 from a retained game state. Thisfacilitation allows the game 300 to be conducted in one or more multiplegame sessions, such as a first game session 354 a (concluded with thegame state 350 d) and a second game session 354 b (commenced with thegame state 350 d). A game session is a largely uninterrupted period ofgaming, for example started and completed by logging in and out of aplayer-tracking system, respectively. Each game session is associatedwith one or more game events. Consecutive game sessions are separated bya non-gaming period 352.

A game event may be associated with a non-metamorphic element, such as awagered spin 302 a of displayed reels (e.g. virtual or real) in a basegame, or a free spin 304 of displayed reels in a feature game. In thecontext of Class III gaming, at least some game events such as the reelspinning events involve random processes, with the duration of each ofthese game events generally quite short, for example commencing when aplayer places a wager, and completing when the player receives anoutcome for that wager such that the player is required to place anotherwager to continue progress the game 300. Each such game event mayinclude awarding of any outcome responsive to a reel spin. An outcomemay include an increase and/or a decrease of available game credits,and/or an award of a number of free reel spins. For example, wageredspin 302 a may result in an increase in 100 game credits, as well as anaward of 5 free spins. Responsive to wagered spin 302 a, the game state350 a includes game variables such as the resulting game credits as wellas the available free spins. Responsive to free spin(x) 3004, the gamestate 350 b includes game variables such as the resulting game creditsfollowing free spin 304 but no available free spins. Alternatively,there may not be a spinning reel outcome at all.

A game event may be associated with a metamorphic element, such asaccumulation 306 of a progressive jackpot. In the accumulation 306 ofthe progressive jackpot, each bet increases the size of the jackpotpool. For example, the progressive jackpot accumulation 306 may beresponsive to a wagered spin 302 b. In this example, the game state 350c includes game variables such as the size of the resulting jackpotpool. When the jackpot is won in a game event, the amount that isawarded is different depending on the current state of the jackpot poolas determined by previous game events.

Another instance of a game event associated with a metamorphic elementis collection of a collectable item (e.g. a sword, a shield or apotion). For example, an item #1 may be uncovered in an adventure by theplayer and collected during the game 300. Responsive to the collection308 of collectable item #1 during the adventure, the game state 350 dincludes game variables such as the player's inventory of items,expanded by collection of item #1. As another example, a wagered spin302 c of displayed reel may result in an outcome that awards acollectable item #2 collected during the game 300. Responsive to thecollection 310 of awarded item #2, the game state 350 e includes gamevariables such as the player's inventory, further expanded by collectionof item #2. Yet another instance of a game event associated with ametamorphic element is completion of a task, or activation of gamefeatures or unlocking of special play modes. For example, the player mayapply collected items #1 and #2 in combination to make a required tool.Responsive to the making 312 of the required tool, the game state 350 fincludes game variables such as the player's updated list of completedtasks, including the making of the required tool, and any activated gamefeatures or unlocked play modes. Still another instance of a game eventassociated with a metamorphic element is an aesthetic change (e.g.skins, and/or colours) and/or operational change of the game 300. Forexample, completion of an adventure may change the player's avatarand/or the way a game plays or the outcomes that are revealed.Responsive to the aesthetic change 314 of the player's avatar, the gamestate 350 g includes game variables such as the player's new avatar.

Multiple game events may occur in a non-time-overlapping manner, such asconsecutive wagered spins 302 a, 302 b and 302 c of the displayed reels,where each spin completes before another spin commences. Alternatively,multiple game events may occur in a time-overlapping manner, such as theconcurrent progression of two tasks, where one task commences before theother one completes. While FIG. 3 illustrates a linear game progression,it should be apparent to a skilled person that the game progression isnot limited to linear but may be multi-dimensional. Arrangements of thepresent disclosure facilitates to retain one or more of theaforementioned exemplary game states 350 a . . . 350 g. Thisfacilitation allows metamorphic game elements to be carried with theplayer who triggered/activated them rather than staying with the gamingmachine on which they were triggered/activated.

FIG. 4 illustrates a system 400 of game state retention and gamecontinuation. The system 400 includes one or more electronic gamingmachines, or EGMs, (e.g. 402A, 402B, 402C, etc, or collectively orindividually 402) and a player device 404, such as a smartphone, atablet, or mobile computing device. General arrangements of the EGMs aredescribed above. The player device 404 is distinct from the gamingmachines 402. The gaming machines 402 are usually located in one or morevenues, and hence comparatively stationary. The player device 404 isusually carried by a player, and hence comparatively mobile or otherwisetransportable. A skilled person should appreciate that the system 400may include further player devices (not shown) each associated with afurther player. Each of the gaming machines 402 includes a signpresenter 402-P (e.g. an electronic display) and a sign capturer402-C(e.g. a QR code scanner). Similarly, the player device 404 includesa sign presenter 404-P (e.g. an electronic display) and a sign capturer404-C (e.g. a front and/or back camera).

The one or more gaming machines 402 are each operable to generate agame-state-retention sign 406, and present the sign 406 for capture bythe player device 404. The game-state-retention sign 406 is generatedbased on a current state of a game 300 (e.g. any one of 350 a . . . 350g) at one of the EGMs 402. The game-state-retention sign 406 contains atleast partly the state of the game 300, such as some or all of the gamevariables, for recreating a particular game state. The one or moregaming machines 402 are each further operable to capture agame-continuation sign 408, and continue conducting the game based onthe game-continuation sign 408. The game-continuation sign 408 isrelated to the game-state-retention sign 406. In one example, they maybe the same sign. In other examples, described further below, thegame-continuation sign 408 may be modified, and hence different, basedon the game-state-retention sign 406. Apart from basing on the currentstate of the game 300, the game-state-retention sign 406 andgame-continuation sign 408 may be generated based on the game title. Forexample, the signs 406 and 408 may each include a sign portionassociated with the game title.

As illustrated in FIG. 5, the one or more gaming machines 402 areconfigured to execute a method 500 of game state retention and gamecontinuation. The method 500 includes, at a first gaming machine 402A,the step 502 of generating the game-state-retention sign 406. The step502 may be responsive to activation of a “save game” function, forexample by pressing of a button or selection of an icon, on the firstgaming machine 402A. The method 500 further includes, at the firstgaming machine 402A, the step 504 of presenting for capture thegame-state-retention sign 406. In cooperation, the game-state retentionsign 406 may be captured by the player device 404, following executionof a method 600 (described below) by the player device 404. The method500 further includes, at the first 402A or a second gaming machine 402B,the step 506 of capturing a game-continuation sign 408 related to thegame-state-retention sign 406, and the step 508 of continuing to conductthe game based on the game-continuation sign 408. The step 506 may bepreceded by activation of a “load game” function, for example bypressing of a button or selection of an icon, on the first gamingmachine 402A or the second gaming machine 402B. The activation of the“load game” function may in turn activate the sign capturer 402-C of therelevant gaming machine 402. Alternatively, the sign capturer 402-C maybe active at all times during operation of the gaming machines 402,ready to capture any game-continuation sign 408 presented to it, withoutthe need for separately activating the sign capturer 402-C.

In cooperation, the player device 404 is operable to capture thegame-state-retention sign 406 presented at one of the one or more gamingmachines 402, and present (or facilitate to present) thegame-continuation sign 408 to the one or more gaming machines 402 so asto continue conducting the game on the, or another, gaming machine 402.As illustrated in FIG. 6, the player device 404 is configured to executea method 600 of game state retention and game continuation. The method600 for the player device 404 includes, at the player device 404, thestep 602 of capturing the game-state-retention sign 406 presented at afirst gaming machine 402A distinct from the player device 404. Themethod 600 further includes, at the player device 404, presenting (orfacilitating to present) the game-continuation sign 408 related to thegame-state-retention sign 406 to the first gaming machine 402A or asecond gaming machine 402B so as to continue conducting the game on thefirst gaming machine 402A or a second gaming machine 402B. Thegame-continuation sign 408 may be presented by the same player device404 that captured the game-state-retention sign 406. Alternatively, tofacilitate another device (not shown) to present the game-continuationsign 408, the player device 404 may be configured to update the otherdevice, or otherwise allowed access by the other device, to obtain thegame-state retention sign 406 or the game-continuation sign 408. In oneexample, the player device 404 may be the player's mobile phone, whereasthe other device may be the player's tablet device, synchronised via acommon cloud service to have access to whatever signs are accessible tothe player device 404.

Game State Retention and Game Continuation

In one arrangement, the gaming machines 402 are each configured toreceive an input to facilitate game state retention. For example, thegaming machine 402A includes a game retention button 402-S, which uponactivation facilitates execution of steps 502 and 504 of method 200,that is, generating the game-state-retention sign 406 based on a currentstate of the game and presenting the game-state-retention sign 406 forcapture. FIGS. 7A and 7B illustrate schematically an example ofinformation displayed on the sign presenter 402-P before and after theactivation, respectively. The game state may be influenced by some orall of the game variables. For example, for a game including game playelements of item collection, a game variable includes the inventory 702of items collected during the course of the current gaming session (andaccumulated in any previous gaming session(s)). As an additional oralternative example, for a game involving spinning and stopping ofrotatable reels (be it actual or stimulated), a game variable includescollected symbols and/or the displayed outcome of the stopped reels 704.In one example, the game-state-retention sign 406 is configured to bepresented for a preset time period or until another input (e.g. pressingof the game retention button 402-S again) is received. A player maytherefore use the player device 404 to capture the presented sign 406,as further exemplified below and illustrated in FIGS. 8 and 11. Inconnection with the completion of the presentation of thegame-state-retention sign 406, the current game session may beterminated, for example with item inventory 702 and stopped reels 704disabled or ceased to be displayed, such as that illustrated in FIG. 7C.The game session termination prevents, if so desired by the venueoperator or regulators, a single game state from being utilized bymultiple players who may not have contributed to the generation of thegame state, hence potentially increasing the operating RTP (return toplayer) percentage for the game where attributes of the game state mayimpact the prize outcomes of the game.

In one arrangement, as illustrated in FIG. 8A, the player device 404 isconfigured to present a games interface 800 on the presenter 404-P. Thepresenter 404-P may be a touch screen configured to display informationand receive a touch input for selecting displayed information. The gamesinterface 800 may be part of a dedicated software program or an “app”(e.g. an iOS® app or an Android® app) installed on the player device404. In one configuration, the games interface 800 may include a gamestate retention icon 802, which upon selection facilitates execution ofstep 602 of method 600, that is, capturing the game-state-retentionsign. For example, as illustrated in FIG. 8B, selection of the gamesaving icon 802 causes activation of the sign capturer 404-C(e.g. cameraapp) of the player device 404 to enable a player to capture agame-state-retention sign. Where the sign is a QR code, the camera appmay be configured to continually capture images until a captured imagecorrespond to a recognisable QR code. Once the recognisable QR code iscaptured, the sign may be saved in the app in its captured form (i.e.unchanged from the presented sign) or modified form (e.g. changed byadding or removing tags, such as time stamps or player deviceidentifier). Where the sign is to be modified, the player device 404 maybe configured, such as by the app, to modify the captured sign. Themodification may be done before saving the sign or after loading thesaved sign. Further examples on sign modification are discussed below.

In one configuration, the games interface 800 may include one or moresaved game icons (e.g. 804-1, 804-2 and 804-3, or collectively orindividually 804), each representing a retained game state correspondingto a captured game-state-retention sign accessible by the player device404. Each saved sign is in the form of a player-selectable icon.Alternatively, a saved game icon may correspond to one captured byanother player device, and made available (e.g. via a synchronizationprocess) for selection on the player device 404. The one or more savedgame icons 804 each, upon selection, facilitate execution of step 604 ofmethod 600, that is, presenting or facilitating to present agame-continuation sign to continue conducting the game based on theretained game state. For example, as illustrated in FIG. 8C, selectionof the saved game icon 804-1 causes the sign presenter 404-P (e.g. atouch screen) of the player device 404 to present a game-continuationsign 408 relating to the game-state-retention sign 406 corresponding toa particular retained game state represented by the saved game icon804-1.

In one arrangement, the gaming machines 402 are each configured toreceive an input to facilitate game continuation. For example, thegaming machine 402A includes a game continuation button 402-L, whichupon activation facilitates execution of steps 506 and 508 of method200, that is, capturing the game-continuation sign 408 and continuing toconduct the game from the retained game state based on thegame-continuation sign. FIGS. 7C and 7D illustrate schematically anexample of the gaming machine 402-1 before and after the gamecontinuation activation, respectively. Activation may include activationof a QR code scanner in the sign capturer 402-C. In this example, FIG.7C illustrates that no game is being conducted on the gaming machine402A. Responsive to successful capture of the game continuation sign408, the gaming machine 402A reverts to the previously retained gamestate based on the captured sign 408, as shown in FIG. 7D. In otherexamples, if a game is already being conducted on the gaming machine402A (not shown), upon successful capture of the game continuation sign408, the gaming machine 402A is configured to determine from which ofthe current game state and the game state associated with the gamecontinuation sign 408 should be continued to be conducted. In oneinstance, the gaming machine 402A makes the determination based on acomparison of the two game states, further exemplified below andillustrated in FIG. 12.

The game-state-retention sign 406 and the game-continuation sign 408 maybe the same or a different sign. Where they are the same, the playerdevice 404 may simply store the game-state-retention sign 406 uponcapture, and retrieves it for presentation as the game-continuation sign408. For example, where the sign includes a QR code, the gamingmachine(s) 402 may display the QR code via an electronic display forcapture and storage by the player device 404. The player device 404 mayin turn retrieve and display the stored QR code without modification.The player device 404 may be configured to access storage to store andretrieve the game-state-retention sign 406. The accessible storage maybe local to the player device 404, such as flash memory or ROM, orexternal to the player device 404, such as cloud storage. Alternatively,where the game-state-retention sign 406 and the game-continuation sign408 are different, the player device 404 may generate for presentationthe game-continuation sign 408 based on the game-state-retention sign406. For example, the player device 404 may generate a modified QR codeby modifying an end tag of the original QR code.

As illustrated in the flow chart of FIG. 8D, the end tag may be used forsign validation purposes. The process 850 illustrates an example ofencrypting a game-state-retention sign 406 and decrypting and validatinga game-continuation sign 408. At a gaming machine 402, the process 850includes the step 852 of encrypting game variables defining the currentgame state (or “game data” as illustrated) using an encryptionalgorithm. The encryption algorithm encrypts the unencrypted game databased on an encryption key to generate encrypted game data (or “*gamedata*” as illustrated). The process 850 further includes the step 854 ofgenerating the encryption key, which generation comprises three codegeneration algorithms 854 a, 854 b and 854 c. The first code generationalgorithm 854 a generates a first code (herein “end tag A” or ETA) basedon a date/time, which is provided by the gaming machine 402 and formspart of the game-state-retention sign 406. The second code generationalgorithm 854 b generates a second code (herein “end tag B” or ETB)based on ETA. The third code generation algorithm 854 c generates athird code, which is the encryption key. The process 850 furtherincludes the step 856 of encapsulating the encrypted game data in agame-state-retention sign 406, such as a QR code, for a player device tocapture. As part of the encapsulation step 856, the game-state-retentionsign 406 also includes a header portion (not shown) and the ETAgenerated by the first code generation algorithm 854 a. The headerportion and the end tag portion are generally not encrypted so as toallow validation of the sign 406. The steps 852 to 856 take place at thegaming machine 402.

At the player device 404, the process 850 further includes the step of858 of decapsulating the captured game-state-retention sign 406 toextract the encapsulated ETA. The process 850 further includesseparately generating the ETB at the player device 404, based on theextracted ETA and using the second code generation algorithm 854 b. Thesecond code generation algorithm 854 b may be made known to the playerdevice 404 by a dedicated app. On the contrary, the first and the thirdcode generation algorithms 854 a and 854 c are not made known to theplayer device 404. The process 850 further includes the step 860 ofre-encapsulating the separately generated ETB in a game-continuationsign 408, such as a QR code, for the (or another) gaming machine 402 tocapture. The steps 858 to 860 take place at the player device 404.

Back at the (or the other) gaming machine 402. The process 850 furtherincludes the step 862 of decapsulating the captured game-continuationsign 408 to extract the encapsulated ETB and encrypted game data. Theprocess 850 further includes the step 864 of decrypting the encryptedgame data based on a decryption key. The decryption step 864 is thereverse process of the encryption step 852. The process 850 includesgenerating the decryption key, which is related to the encryption key,based on the extracted ETB using the third code generation algorithm 854c. Where there is no tampering to the game-state-retention sign 406 orthe game-continuation sign 408, the decrypted game data is expected tobe the same as the unencrypted game data. Otherwise, the decrypted gamedata is expected to be different from the unencrypted game data, andpotentially corrupted or undecipherable by any of the gaming machines402. In some arrangements, prior to decryption step 864, the process 850may include validating the game-continuation sign 408 at the gamingmachine 402, by further generating the ETB based on the date/time stampextracted 863 from the header portion of the captured game-continuationsign 408, using the first and second code generation algorithms 854 aand 854 b. A match between the extracted ETB and the further generatedETB indicates a valid game-continuation sign 408, or an invalid oneotherwise.

The process 850 aim to deter any unauthorised creation of QR codes, suchas those not achieved through play of the game 300. To further preventreplication of a QR code (e.g. via a photograph rather than the gamesinterface 800 of the dedicated app) created through actual game play forsubsequent re-use another or multiple times, the dedicated app may beconfigured to restrict a time-limited display of the game-continuationsign 408 on the games interface 800, once step 604 (i.e. presenting orfacilitating to present a game-continuation sign) of method 600 hascommenced, for example, by selection of one or more saved game icons804. Alternatively or additionally, the dedicated app or the EGM 402 maybe configured to invalidate saved game-continuation sign 408 after anexpiry period associated with the sign. The expiry period may be a setperiod, such as 1 month after the timestamp in the header (see below oninformation contained in a sign).

The player device 404 is intended to be used for game state retentionwithout conducting the game 300. In these arrangements, the playerdevice 404 is useful as a catalogue for suspending and resuming the gameat gaming machines across multiple gaming sessions. In effect, the game300 may be suspended at a gaming machine, and be later resumed at thesame or a different gaming machine. Further, the different gamingmachine may be deployed at a different venue operated by a differentvenue operator. Since the sign contains the state of the game 300, thereare no or reduced requirements to retrieve or transfer game variableseven if the game 300 is to be resumed at a different venue. A player mayhave multiple player devices. Where one player device has captured agame-state-retention sign, the rest of the multiple player devices maybe synchronised or otherwise updated to have access to thegame-state-retention sign. The access may be via a cloud server ordirect download.

Controlling Use and Re-Use of Signs

In one arrangement, both or either of the game-state-retention sign 406and the game-continuation sign 408 may each be an animated (or dynamic)QR code. An animated QR code includes a series of static QR codesdisplayed sequentially. The sequential display may include refreshing tothe next static QR code at a regular or irregular interval. Further, thesequential display may include recycling a set of static QR codes in thesame or different orders. Use of an animated QR code generally achieveshigher data storage capacity than, for example, a static QR code of thesame pixel size. Further, use of an animated QR code frustrates effortsin duplicating or copying (e.g. by taking a still image) of the savedsign which would otherwise be straightforward if using a static QR code.

In one arrangement, step 604 of method 600 may include any one or more atime-limited, time-based expiring and self-expiring operation. In atime-limited operation, a saved game icon 804 in the games interface 800upon selection may trigger the start of a predetermined time period(e.g. 30 seconds) within which the corresponding game-continuation sign408 is allowed to be presented on the sign presenter 404-P. At theexpiry of the predetermined time period, the game-continuation sign 408ceases to be presented and become irretrievable for furtherpresentation. In a time-based expiring operation, a game-continuationsign 408 may be invalidated after a set period, such as 30 days from adate/time stamp contained in the game-continuation sign 408. Where thedate/time stamp is used in the generation of the end tag for validationpurposes, as illustrated in FIG. 8D, it will not be possible to simplymodify the date/time stamp associated with the encryption/decryptionkey. In a self-expiring operation, a saved game icon 804 in the gamesinterface 800 upon selection may trigger a handshaking process 900 toindicate successful completion of the step 508 of method 200. At itssuccessful completion, the game-continuation sign 408 ceases to bepresented and become irretrievable for further presentation (e.g. withthe corresponding saved game icon 804 removed, disabled or otherwiseunavailable in the games interface 500). The handshaking process 900 mayinclude (a) the step 902, at the player device 404, of preparing capture(e.g. activating a camera module) of a completion sign signalingsuccessful capture of the game-continuation sign 408 by the gamingmachine 402, (b) the step 904, at the gaming machine 402, of presentingthe completion sign upon successful capture of the game-continuationsign 408, and (c) the step 906, at the player device 404, of capturingthe completion sign. Handshaking steps 902 and 904 may occur in areverse order, or at the same or overlapped times. In this arrangement,the time-limited and/or self-expiring operation frustrates efforts induplicating or copying (e.g. by taking a camera image) of the sign. Theirretrievable disposal facilitates a one-time use of each saved sign andprevents re-use of each saved sign. Accordingly, subsequent use of asaved sign may be restricted upon presentation and/or capture of thegame-continuation sign 408 by a gaming machine 402. The restrictionensures that the saved sign carrying the game state information can onlybe used once, to avoid player creating parallel gaming instances,forking or diverging from a single game state. Such parallel gaminginstances would otherwise potentially influence the operatingreturn-to-player (RTP) of the EGM(s).

Other Types of Machine-Recognisable Signs

It should be appreciated that a machine-recognisable sign need not be avisual sign, as exemplified above. Other suitable machine-recognisablesigns may include any form of contactless transfer of information.Contactless transfer of information is particularly suited to highlyregulated environment where, for example, regulations inhibits certainform of information flow to and/or from the gaming machines. As anexample, the sign is an audio sign, such as a tune, in which case thesign capturer may be microphone and the sign presenter may be aloudspeaker. As another example, the sign may be a digital sign, inwhich case the sign capturer may be an NFC reader and the sign presentermay be a reconfigurable RFID tag. It also should be appreciated thatdescription herein relating to visual signs is, with minormodifications, applicable to other signs such as audible or digitalsigns.

Information Contained in a Sign

FIG. 10 illustrates schematically an example of the game stateinformation 1000 contained in a machine-recognisable sign associatedwith a game state. The game state information 1000 at least partlycontains the state of the game. The game state information 1000 isillustrated in a data packet representation with blocks of linear data,however other representations are possible.

In one arrangement, the information game state 1000 includes a headerportion 1002, a payload portion 1004 and an end tag portion 1006. Inthis arrangement, the information contained in the header portion 1002is readable or recognisable by both the gaming machines 402 and theplayer device 404. In contrast, the information contained in the payloadportion 1004 is readable or recognisable by the gaming machines 402 butnot the player device 404. In one example, only specific components ofthe gaming machines 402, such as the game controller but not theplatform controller, may be configured to be able to read or recognisethe data in the payload portion 1004. In general, the game controller isconfigured to control the game play (e.g. player-selectable inputs,symbol selections, items collection, etc.) presented on a gamingmachine, whereas the platform controller is configured to control thehardware and their operation (e.g. buttons, ticket printer, card reader,screen brightness, QR code scanner, communications with external systems(jackpot controllers, site controllers, central monitoring systems etc),regulatory event logging (door open events, game play statistics, faultconditions etc) and so on. The end tag portion 1006 may be absent from agame-state-retention sign 406, but may be added to become part of agame-continuation sign 408. Alternatively, the end tag portion 1006 mayalready be present in a game-state-retention sign 406, but may bemodified in the game-continuation sign 408.

In one example, the header portion 1002 includes a type identifier1002-1 (e.g. in alpha-numerical form), the game title identifier 1002-3(e.g. in text or alpha-numerical form), game software version 1002-4(e.g. in alpha-numerical form) and a date/time stamp 1002-2. The typeidentifier 1002-1 allows the platform controller to determine how toprocess or use the information contained in the sign (e.g which systemor game module to pass it to). For example, it may include amanufacturer identifier component and a “game data” identifier todistinguish a QR code that is being used to relay game data from onethat is being used for another purpose such as to configure a game for avenue or to provide free promotional play. For example, “ARIGD” maydenote an Aristocrat™ game data QR code whereas “ARICN” may denote anAristocrat™ game configuration code and “ARIFP” may denote anAristocrat™ free play voucher. The game title identifier 1002-3 may beused by the player device 404 to distinguish one game title from anotherand display the name of the game, upon saving, on the games interface800. The game software version 1002-4 may be used by the gaming machines402 to determine whether the game data is compatible with the particularversion of the game title being run by the gaming machine 402. Thedate/time stamp 1002-2 may be used by the player device 404 to displaythe save date and save time of the saved game on the games interface 500as well as to distinguish the game data from game data that may alreadybe stored by the player device 404 for the same game title and/or warnthe player if they are about to overwrite data for the same game title.Further, the date/time stamp 1002-2 may be used in the process 850 andas illustrated in FIG. 8D.

Two game states may be recognised as belonging to the same or differentgame titles based on information included in the header portion 1002, aswell as depending on whether it is a gaming machine 402 or a playerdevice 404 recognising the game titles. For example, a gaming machinemay recognise two gaming sessions as belonging to different game titlesif they are associated with the same game title identifier 1002-3 butdifferent game version number 1002-4. This may be useful where not allgaming machines have the same run-time capabilities (e.g. having any oneor more of different software configurations, different platforms,different hardware, different configured display formats, etc.). Twoprocesses 1100 and 1200 are described further below for handling thesaving (or loading) of state of a game of a title that is already savedon the player device 404 (or displayed on the gaming machine 402).

In one example, the payload portion 1004 includes game variables 1004-1of the game. For instance, the game variables 1004-1 may includemetamorphic game attributes (e.g. number of collected wild symbols,container, which features have been played, how much ammunition isremaining, which weapons are in the inventory), and/or player-selectedgame state attributes (selected avatar, avatar skins, colour of thebackground, currently selected bet). Variables of the game may includeskill-based variables, whether or not they affect the expected oroperating return-to-player (RTP). Skill-based variables are associatedwith values or information that are based at least partially on theplayer's skill or choice. In other words, skill-based variables are notbased entirely on randomness. For example, a skill-based variable may bea player's item inventory representing the collectable items selectivelycollected, constructed or purchased by the player in previous gamingsession(s). As another example, a skill-based variable may be a player'sexploration summary representing any one or more of the explorableregions, terrains, tasks, challenges, themes, and levels that has/havebeen selectively explored by the player in previous gaming session(s).

In one example, the game variables 1004-1 includes information for agaming machine 402 to recreate the game in a particular game state. Thegame variables may include data associated with item inventory, such asthe tool(s) collected and/or purchased. The game variables may includedata associated with the game progress, such as completion ornon-completion of each of the tasks, completion or non-completion ofeach of the ultimate challenges, and the availability ornon-availability of each of the sub-themes. Some of the game variablesmay be used as a basis for determining whether one game state is more orless advanced than another game state. The game variables for differentgame titles will be different in accordance with the way the differentgames work. For example, one game title may store an inventory of toolswhereas another game title may store which features have been activated.

In an expected use case, the particular game state is based entirely onthe game variables. By containing all game variables in themachine-recognisable sign, the gaming machine obtaining the capturedsign can be configured to continue conducting the game without the needfor additional retrieval of game variables via back-end infrastructure,such as a player-tracking system, the internet or a private network. Theremoval or reduction of reliance on back-end information transferfacilitates players to suspend and continue games across independentlyoperated venues which disallow or are otherwise unable to facilitatetransfer of game state information. In some instances, it also allowsquicker load time.

Encoding

In one arrangement, at least some of the information of themachine-recognisable sign may be encoded, such as some or all of thegame variables. Such encoding is in addition to any encryption appliedto the generation of the game-state-retention sign or game-continuationsign described above.

For example, the game title identifier may be non-encoded and hencereadable by the player device 404. However, some game variables (e.g.item inventory) may be encoded and hence non-recognisable by the playerdevice 404. In this example, the game identifier is recognisable by boththe gaming machines 402 and the player device 404, whereas the gamevariables are recognisable by the gaming machines 402 but not the playerdevice 404. This configuration is intended to provide the player device404 with sufficient information to create a catalogue of saved gameswith their corresponding retained game states, while improving securityor reducing hacking by preventing the player device from being able tomodify encoded game variables (e.g. to modify the item inventory).

In one arrangement, the encoding/decoding protocol isgame-title-specific. For example, at least part of the game stateinformation 1000, such as the game variables 1004-1, is generated basedon a first encoding/decoding protocol for a first game title and basedon a second, different encoding/decoding protocol for a second,different game title. With this arrangement, the developer or designerof a specific game has the flexibility to determine theencoding/decoding protocol in generating the machine-recognisable sign.For example, it may be determined that for a first game title, the first8 bits of the game data represents the number of swords collected (i.e.allowing a maximum of 2⁸=256 swords), the next 9 bits of the game datarepresents the number of shields collected (i.e. allowing a maximum of2⁹=512 shields), and the next 10 bits of the game data represents thenumber of magic potions collected (i.e. allowing a maximum of 2¹⁰=1024magic potions). The game variables 1004-1 are non-decodable by theplayer device 404 but decodable by the gaming machines 402. It isenvisaged that the player device 404 or the app implementing the gameinterface 500 is agnostic to the encoding/decoding protocol.

FURTHER EXAMPLES

In one example of game saving procedure 1100, as illustrated in FIG. 11,the player device 404 (the installed app in this example) receives atstep 1101 a game-state-retention sign 406 (a QR code in this example)captured by its sign capturer 402-P, the app at step 1102 determines thevalidity of the QR code 406 based on whether information contained inthe header portion 1002 is recognisable. If the app does not recognise1104 the information contained in the header portion 1002, it discardsthe QR code 406 as invalid and control returns to step 1106 to finishthe gaming save procedure unsuccessfully. If the app recognises 1108 theinformation contained in the header portion 1002 (e.g. the typeidentifier 1002-1), the app further reads one or more of the game titleidentifier 1002-3, the game software version 1002-4 and the date/timestamp 1002-2 in the QR code 406. As an optional step 1110, which can insome examples be bypassed 1111 to reach step 1112, the app may add anend tag portion 1006, or modify any existing end tag portion 1006 bygenerating a new end tag portion based on the existing end tag portion1006, as described above in other arrangements. If it is determined atstep 1112 that there is no saved game 1113 with a matching game titleidentifier 1002-3 and game software version 1002-4 already stored oraccessible by the app, the app facilitates storage 1114 of the QR code406 or its modified counterpart. Upon storage, the games interface 800may display the corresponding game title identifier (e.g. game titlename) and the game software version in an available slot to indicate anew game being saved. After a preset time period or upon receipt of aplayer input on the gaming machine 402, the gaming machine 402 mayremove 1128 the game-state-retention sign 406 from being presented andretuning control to step 1106 to finish the gaming save proceduresuccessfully. Back at step 1112, if it is determined that there is 1116a previously stored QR code with a matching game title identifier 1002-3and version 1002-4, the app compares 1118 the date/time stamp 1002-2with that of the previously stored QR code. If it is determined 1120that the newly received QR code is newer (i.e. has a later date/timestamp 1002-4), then the app overwrites 1122 the previously stored QRcode and stores the newly received QR code 406 (or its modifiedcounterpart) following steps 1114, 1128 and 1106. Otherwise, the playerdevice 404 displays 1124 a confirmation prompt for overwriting thepreviously stored QR code with the newly received QR code 406 (or itsmodified counterpart). If confirmed 1126 by the player, control followssteps 1122, 1114 and 1128, otherwise control returns to step 1106 tofinish the game saving procedure 1100 unsuccessfully.

In one example of game loading procedure 1200, as illustrated in FIG.12, a gaming machine 402 (the platform controller in this example)receives at step 901 a game-continuation sign 408 (a QR code in thisexample) captured by the sign capturer 402-C. At step 1201A, theplatform controller generates an end tag A based on the time/date stampcontained in the header portion 1002 (e.g. following steps 862, 863 and854 a of the process 850), and subsequently generates an end tag B basedon the generated end tag A (e.g. following step 854 b of the process850). At step 901B, the generated end tag B is compared for a match withthe extracted end tag B from the captured game-continuation sign 408(e.g. following step 862). A successful match indicates a validgame-continuation sign 408 or an invalid one otherwise. The platformcontroller then determines 1202 the kind of the QR code (e.g.game-continuation-related, machine-configuration-related) based on theheader portion 1002. If the platform controller is unable 1204 torecognise information contained in the header portion 1002, it discardsthe QR code 408 as invalid and control returns to 1206 to finish thegame loading procedure unsuccessfully. If the platform controller isable (not illustrated) to recognise the header portion 1002 asmachine-configuration-related, it uses the QR code 408 accordingly (forexample, a machine-configuration-related QR code could be read by theplatform controller and used to configure a game after RAM clear for aspecific jurisdiction or venue for a game technician to set up a gameenvironment). If the platform controller is able to recognise the headerportion 1020 as game-continuation-related (e.g. including a valid gamename identifier 1002-3 as one of the preset list of game identifiers),the platform controller further determines the software version of theretained game state based on the version information 1020-4 in theheader portion 1020 for compatibility with the software version on thegaming machine 402. If the platform controller determines 1208 that theQR code 408 is compatible with the software version of the gamingmachine 402 (e.g. the same as or later than the software version of theretained game state), it passes 1210 the QR code 408 to the gamecontroller, otherwise the platform controller causes the gaming machine402 to abort with an “incompatible software version” error message. Atstep 1212, the game controller recreates a game state continuing from aprevious gaming session based on the payload portion 1004 of the gamestate information 1000 contained in sign 408. To recreate the gamestate, the game controller having information about or access to thegame-title-specific encoding protocol (and any encryption protocol)decodes (and decrypt if necessary) the payload portion 1004 to obtain atleast some game variables. At step 1214, where a game is being conductedat the gaming machine 402, the game controller compares the game stateof the current game with that of the recreated game. If the recreatedgame state is determined to be more advanced 1216 than the game state ofthe current game, the game controller at step 1218 reverts to, orupdates the current game state to incorporate game variables in therecreated game state. The gaming machine then continues the game fromthe recreated game state, returning control to 1206 to finish the gameloading procedure successfully. Back at step 1214, if the recreated gamestate is determined to be less advanced 1220 than the game state of thecurrent game, the game controller displays 1222 a confirmation promptfor overwriting the current game with recreated game. Advancement ingame state may be based on game state information 1000 such as timestamp 1002-4 in the header portion 1002, or completion of tasks orultimate challenges contained in the game variables 1004-1 in thepayload portion 1004. If confirmed 1224 by the player, control followsstep 1218, otherwise skipping step 1218 and control returns to step 1106to finish the game loading procedure 1200.

Now that arrangements of the present disclosure have been described, itshould be apparent that the present disclosure, in at least somearrangements, provides the following:

It is not necessary for players to each carry a player-specific tracker.Instead, a player carries player device (e.g. their own mobile phone)configured to store the state of each game in the form ofdevice-capturable and machine-readable signs.

A player carrying an appropriately configured player device (e.g.installed with a dedicated app) may continue games across differentvenues, even if the different venues have no connecting infrastructure.

The game-title-specific encoding/decoding protocol allows gamedevelopers or designers flexibility to deploy the present disclosure todifferent game titles with different game mechanics and different typesof retrievable game states.

What is claimed is:
 1. An electronic gaming machine comprising: adisplay device; and a processor configured to execute instructionsstored in a memory, which when executed by the processor, cause theprocessor to at least: generate a game-state-retention sign based upon aplurality of game variables representing a state of a wagering game, thegame-state-retention sign including a first two-dimensionalmachine-recognisable image that encodes the plurality of game variables;and display the game-state-retention sign on the display device forimage capture by a handheld player device, the handheld player deviceconfigured to display a game-continuation sign generated from thegame-state-retention sign for resuming play of the wagering game.
 2. Theelectronic gaming machine of claim 1, wherein the instructions, whenexecuted, further cause the processor to at least: receive thegame-continuation sign displayed by the handheld player device, thegame-continuation sign including a second two-dimensionalmachine-recognisable image that encodes, at least, the plurality of gamevariables; and resume play of the wagering game based upon the receivedgame-continuation sign in response to receiving the game-continuationsign and based upon the plurality of game variables encoded in thegame-continuation sign.
 3. The electronic gaming machine of claim 1,wherein the game-continuation sign is identical to thegame-state-retention sign.
 4. The electronic gaming machine of claim 1,wherein the game-continuation sign is different from thegame-state-retention sign, at least, in that the game-continuation signincludes at least one validation portion for validating that thegame-continuation sign has not been tampered with.
 5. The electronicgaming machine of claim 1, wherein the instructions, when executed bythe processor, further cause the processor to at least: generate atleast one encryption key to define a first portion of thegame-sate-retention sign; and encrypt the plurality of game variablesdefining the game state to further define a second portion ofgame-sate-retention sign.
 6. The electronic gaming machine of claim 1,wherein the instructions, when executed, further cause the processor togenerate the game-state-retention sign based, at least in part, upon atitle of the wagering game, whereby at least a portion of thegame-state-retention sign identifies the title of the wagering game. 7.The electronic gaming machine of claim 1, wherein the instructions, whenexecuted, further cause the processor to at least generate thegame-state-retention sign in response to receiving a player input tosave the state of the wagering game.
 8. A method of game state retentionand game continuation in an electronic wagering game, the methodcomprising: generating, by a processor of an electronic gaming machine,a game-state-retention sign based upon a plurality of game variablesrepresenting a state of a wagering game, the game-state-retention signincluding a first two-dimensional machine-recognisable image thatencodes the plurality of game variables; and displaying, by theprocessor, the game-state-retention sign on a display device for imagecapture by a handheld player device, the handheld player deviceconfigured to display a game-continuation sign generated from thegame-state-retention sign for resuming play of the wagering game.
 9. Themethod of claim 8, further comprising: receiving by the processor, thegame-continuation sign displayed by the handheld player device, thegame-continuation sign including a second two-dimensionalmachine-recognisable image that encodes, at least, the plurality of gamevariables; and resuming, by the processor, play of the wagering gamebased upon the received game-continuation sign in response to receivingthe game-continuation sign and based upon the plurality of gamevariables encoded in the game-continuation sign.
 10. The method of claim8, wherein the game-continuation sign is identical to thegame-state-retention sign.
 11. The method of claim 8, wherein thegame-continuation sign is different from the game-state-retention sign,at least, in that the game-continuation sign includes at least onevalidation portion for validating that the game-continuation sign hasnot been tampered with.
 12. The method of claim 8, further comprising:generating, by the processor, at least one encryption key to define afirst portion of the game-sate-retention sign; and encrypting, by theprocessor, the plurality of game variables defining the game state tofurther define a second portion of game-sate-retention sign.
 13. Themethod of claim 8, further comprising generating, by the processor, thegame-state-retention sign based, at least in part, upon a title of thewagering game, whereby at least a portion of the game-state-retentionsign identifies the title of the wagering game.
 14. The method of claim8, further comprising generating, by the processor, thegame-state-retention sign in response to receiving a player input tosave the state of the wagering game
 15. A tangible, non-transitory,computer-readable storage medium having instructions stored thereon,which when executed by a processor, cause the processor to at least:generate a game-state-retention sign based upon a plurality of gamevariables representing a state of a wagering game, thegame-state-retention sign including a first two-dimensionalmachine-recognisable image that encodes the plurality of game variables;and display the game-state-retention sign on the display device forimage capture by a handheld player device, the handheld player deviceconfigured to display a game-continuation sign generated from thegame-state-retention sign for resuming play of the wagering game. 16.The computer-readable storage medium of claim 15, wherein theinstructions, when executed, further cause the processor to: receive thegame-continuation sign displayed by the handheld player device, thegame-continuation sign including a second two-dimensionalmachine-recognisable image that encodes, at least, the plurality of gamevariables; and resume play of the wagering game based upon the receivedgame-continuation sign in response to receiving the game-continuationsign and based upon the plurality of game variables encoded in thegame-continuation sign.
 17. The computer-readable storage medium ofclaim 15, wherein the game-continuation sign is one of: i) identical tothe game-state-retention sign, or ii) different from thegame-state-retention sign.
 18. The computer-readable storage medium ofclaim 15, wherein the instructions, when executed, further cause theprocessor to: generate at least one encryption key to define a firstportion of the game-sate-retention sign; and encrypt the plurality ofgame variables defining the game state to further define a secondportion of game-sate-retention sign.
 19. The computer-readable storagemedium of claim 15, wherein the instructions, when executed, furthercause the processor to generate the game-state-retention sign based, atleast in part, upon a title of the wagering game, whereby at least aportion of the game-state-retention sign identifies the title of thewagering game.
 20. The computer-readable storage medium of claim 15,wherein the instructions, when executed, further cause the processor togenerate the game-state-retention sign in response to receiving a playerinput to save the state of the wagering game.